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Jul 21st, 2018
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  1. [Physics] (unique)
  2. optional<f32> mass = nullopt (0 means infinity mass, if mass is not set it'll be computed based on physical material and attached colliders)
  3. f32 linearDamping = 0.001 (0 means infinity inertia)
  4. f32 angularDamping = 0.001 (0 means infinity inertia)
  5. bool isUseGravity = true
  6. bool isKinematic = false
  7. boolVec3 lockPositionAxis = {false, false, false}
  8. boolVec3 lockRotationAxis = {false, false, false}
  9. optional<vec3> centerOfMass = nullopt (if not set it will be computed based on attached colliders)
  10. optional<vec3> inertiaTensor = nullopt (if not set it will be computed based on attached colliders)
  11. optional<quaternion> inertiaTensorRotation = nullopt (if not set it will be computed based on attached colliders)
  12. vec3 linearVelocity = {0, 0, 0}
  13. vec3 angularVelocity = {0, 0, 0}
  14. optional<ui32> solverIterations = nullopt (when not set the value from the physics settings will be used)
  15. optional<ui32> solverVelocityIterations = nullopt (when not set the value from the physics settings will be used)
  16. optional<f32> maxAngularVelocity = nullopt (when not set the value from the physics settings will be used, 0 means infinity velocity)
  17. optional<f32> sleepThreshold = nullopt (when not set the value from the physics settings will be used)
  18. optional<f32> contactOffset = nullopt (when not set the value from the physics settings will be used)
  19. optional<f32> restOffset = nullopt (when not set the value from the physics settings will be used)
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